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Ben Melbourne Experience Design Consultant UX Activities  & Process  Introductory Overview
[object Object],[object Object],The UX Philosophy
User-Centered Design
[object Object],[object Object],[object Object],[object Object],[object Object],Guiding Principles
Levels of User Experience  Appearance Visual and UI Design Interaction Navigation and interactive elements Information Content & Information Architecture Structure The relationship between the product  components and the organisation Concept The idea of how the value is delivered to the  user/customer Proposition How product provides value to meet the  users needs, while being financially viable  and technically feasible
Waterfall UX Agile UX UX & Delivery Project time UX Dev Work Effort Work Effort UX Dev
UX Process & Activities User Journeys Development User Research Background Research Prototype Sketchboards Usability Testing UI Design & Iterate Story Card Writing QA Testing User Research Background Research Usability Testing Deploy Metrics Business Strategy Prototype Sketchboards Personas UX Research & Design activities Delivery & Business activities Usability Testing
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Background Research
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Background Research Analytics review Quantitative research (analytics) = a view of what users do.  Qualitative research (in-depth interviews) = why they do it. Analytics provide a view of what happens when people use an existing product.  Other qualitative user research techniques focus on the characteristics, needs, and behaviours of individuals. Analytics looks at the aggregate effect of these characteristics in action. By reviewing usage analytics it is possible to peaks and troughs in usage, patterns such as trends and cycles, or pain-points and barriers.  More reading:  User Research for Personas and Other Audience Models -  http://www.uxmatters.com/mt/archives/2009/04/user-research-for-personas-and-other-audience-models.php UX Analytics, Part I: A Call to Action  http://www.uxmatters.com/mt/archives/2011/03/ux-analytics-part-i-a-call-to-action.php   Support issues log The existing support issues log is an invaluable source of the existing pain-points of an existing project. Taking the time to review any issues relating to the product will help to paint the full picture of the current customer experience.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Background Research Expert reviews are most effectively used as a starting point for reviewing a product or conducting more detailed research. They give a general indication of what problems can exist and when followed-up by talking to actual users/customers can be an efficient tool for understanding the strengths and weaknesses of the existing product. Mood boards A mood board is a collage that may consist of images, text, and samples of objects, or any other relevant materials. Mood boards are a tool used by designers to help provide direction and inspiration for a project, enabling the design team to illustrate visually the direction and style that they are pursuing. Put simply, mood boards are a collage of items such as screenshots, photographs, sketches, clippings, etc, posted on a wall, which can be referred to throughout the project. They are a technique that has been used in various design disciplines, such as visual design, architecture, movie, marketing, etc for many years and are increasingly used to great effect in user experience design. When used for UX design they will usually contain screenshots of interface design patterns, functionality, page layouts, visual design examples, background research or any other material that is relevant to the product.  When done at the beginning of collaborative design process they allow everyone in the project to share their ideas and inspiration about what the end solution should contain. By sharing these and putting them up a wall it allows the team to develop a shared understanding and can se used as a constant reference point during discussions about design. At any point someone is able to point at the wall and show an example of what they are referring to.
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],User Research
User Research
User Research
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Personas
Personas
Personas
Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Name <name> Type <type> Role <role> “ Insert quote that characterises this persona in one sentence.”  Behaviours <Persona name> A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],User Journeys
User Journeys
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Sketchboards
Sketchboards
Sketchboards
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Prototypes
Prototypes
Prototypes
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Wireframes
Wireframes
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Usability Testing
Usability Testing
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],UX Design & Iterations
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Technical Writing & Content Strategy
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General UX activities & process overview

  • 1. Ben Melbourne Experience Design Consultant UX Activities & Process Introductory Overview
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  • 5. Levels of User Experience Appearance Visual and UI Design Interaction Navigation and interactive elements Information Content & Information Architecture Structure The relationship between the product components and the organisation Concept The idea of how the value is delivered to the user/customer Proposition How product provides value to meet the users needs, while being financially viable and technically feasible
  • 6. Waterfall UX Agile UX UX & Delivery Project time UX Dev Work Effort Work Effort UX Dev
  • 7. UX Process & Activities User Journeys Development User Research Background Research Prototype Sketchboards Usability Testing UI Design & Iterate Story Card Writing QA Testing User Research Background Research Usability Testing Deploy Metrics Business Strategy Prototype Sketchboards Personas UX Research & Design activities Delivery & Business activities Usability Testing
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Notas do Editor

  1. User-Centred Design is about putting end-users at the centre of the design process and involving them in decision-making throughout.
  2. There are many different layers and levels that make up a user experience, some more obvious than others. Testing and validating each of these levels with actual users is the best way to create a great product.   By conducting research and testing prototypes early in the project lifecycle we are able to validate the less obvious levels of UX that aren’t easy to change once the product has been designed and built.
  3. The traditional approach to UX design is to do all the design work up-front before delivery begins. This can cause problems with the hand-over from Design team to the Delivery team. When design is done up-front in isolation it often is unable to account for capture all the user requirements or unforseen technical challenges. Leading to wasteful rework and project team friction.   The Agile UX approach removes the need for a disjointed handover by involving the Delivery team during the initial envisioning phases and then collaborating with them throughout the project on just-in-time basis.
  4. UX Activities happen throughout the entire product lifecycle: Envision : Create, explore and evaluate value propositions and concepts. Deliver : Design, develop and deploy the product. Evolve : Measure, test, learn and improve the product.